List of Abilitiesimproved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
quick: discard initiate draw of 5 or less for new card

ace: +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2 if).

MacGyver /b]: This character can improvise something when the need for a tool arises. He suffers no negative penalties on Trait rolls for lack of equipment in most situations. In addition, given a few simple tools, props, or devices, he can generally rig devices to help escape from death-traps, weapons to match some bizarre need, or otherwise create something that’s needed when such a thing isn’t actually present. (If)

combat ace : the pilot of a vehicle ignores the multi-action penalty for making a Boating, Driving, or Piloting check and firing a weapon on the same round, or if piloting Robot Armor, the multi-action penalty for firing a second weapon.(hj)

dead shot: The character doubles his total damage when making a successful Shooting or Throwing attack this round.(hj)

i know a guy ;Once per session, the player can invoke this Edge to effectively have the Connections Edge with any person or group.

dodge: attackers must subtract 1 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +1 to their Agility roll as well

improved dodge:As above but bonuses are -2 +2

tinker:Like any master operator, you are skilled at modifying machines, but for you it goes beyond simple repair. You may make use of the Tinkering Modification rules.

attractive: +2 charisma

marksman :if character does not move inna turn they shoot gain the aim bonus +2

rock-n-roll: in a turn character fires and does not move may ignore autofire penalty

List of Abilitiesimproved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
quick: discard initiate draw of 5 or less for new card

List of Abilitiesimproved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
quick: discard initiate draw of 5 or less for new card

List of Abilitiesimproved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
quick: discard initiate draw of 5 or less for new card

Advances (post Advances as a reply to character sheet)Please list all Edges and Advances taken for your character here

race dwarf:
Low Light Vision: Dwarven eyes are accustomed to the dark of the underearth. They ignore attack penalties for Dim and Dark lighting.
• Slow: Dwarves have a Pace of 5”.
• Tough: Dwarves are stout and tough. They start with a d6 Vigor instead of a d4.

List of Abilitiesimproved dodge attackers must subtract 2 from their ranged attack rolls when targeting them (even in close combat). Characters who attempt to evade area effect attacks may add +2 to their Agility roll
quick: discard initiate draw of 5 or less for new card

Only thing out of place is the two die type increase in streetwise. Per the advancement rules, Increase two skills that are lower than their linked attributes by one die type each. Not 1 skill two times.